Please wait...

I have created a perfect terrain landscape with easygen, and I exported as a map file. But I can't compile it with radiant because it has over 80,000 brushes, and I was told that the brush limit is like 32,000 something. So is there anyway that i can compile the map or prevent it from having so many brushes.

The only way I can think of is to go back into easygen, and lower the division count. This will reduce both brushes and detail, which is irreversible if you decide you want to go higher, so don't save it until you are happy, or you will permanently lose detail. To calculate it to a reasonable brush count, multiply division X by division Y, then multiply that by 2 (each square has 2 triangle brushes, and multiplying division X by division Y gives you the total number of squares, not triangles)

And remember, only ever divide your subdivisions by half, and only use integers. SO don't start with an ODD number, because otherwise you get weird 'raised' and lowered triangles ingame, where for some bizzare reason, certain brushes shift position.

The second option would be to make your current terrain into a high-poly ASE model, then create a very low triangle duplicate terrain and cover it with physics_clip, but I'm not sure how well that would work due to all the triangles needed to be merged on the ASE.

Interact

About

DBolical

GameFront

The best serving of video game culture, since 1998. Whether you're looking for the biggest collection of PC gaming files on the planet, tools, tips or advice, GameFront has you covered. Browse through over 145,000 mods, maps, tools and more. Game on!